Leadwerks is the easiest way to make your own 3D games. With a rapid development pipeline, support for C++ and Lua programming, and plenty of learning materials, Leadwerks is the perfect platform for your next project.

  • ADVANCED GRAPHICS: Leadwerks brings AAA graphics to the masses, with hardware tessellation, geometry shaders, and a deferred renderer with up to 32x MSAA. Our renderer redefines realtime with image quality more like a cg render than real-time games of the past. The use of OpenGL 4.0 provides equivalent graphics to DirectX 11, with cross-platform support across operating systems.
  • CSG MAPPING TOOLS MAKE LEVEL DESIGN FUN: Build game levels from scratch right in our editor with constructive solid geometry. Our tools make it easy to sketch out your design and bring your ideas to life. Anyone can build their own game worlds in Leadwerks, without having to be an expert artist.
  • BUILT ON THE INDUSTRY STANDARD: At it's heart, Leadwerks is a C++ library of functions you can call at any time, in any order. Leadwerks uses industry-grade tools like Visual Studio and Xcode, so you'll be coding games like a pro.
  • INTEGRATED LUA SCRIPT EDITOR: We integrated Lua right into Leadwerks because of its proven track records in hundreds of AAA games including Crysis, World of Warcraft, and Garry's Mod. Lua integrates seamlessly with native code for rapid prototyping and instant control. The built-in debugger lets you pause your game, step through code, and inspect every variable in the program in real-time. Lua is perfect for beginners, and the integrated Just-In-Time (JIT) compiler ensures you can publish commercial games that perform blazingly fast.
  • VISUAL FLOWGRAPH: Our unique visual flowgraph enables designers to set up game mechanics, build interactions, and design advanced scripted sequences, without touching a line of code. The flowgraph system integrates seamlessly with Lua script, allowing script programmers to expose their own functions and add new possibilities for gameplay.

  • ROYALTY-FREE LICENSE: Your games you make with Leadwerks are yours. Yours to play, yours to sell, yours to give away, or do whatever you want with. There's no royalties to pay, ever.

Join the community at www.leadwerks.com to learn more.

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Blog RSS Feed Report abuse Latest News: Mages Alchemy Project Update No.2

About Leadwerks with 0 comments by tjheldna on Oct 6th, 2014

I've been a bit quiet on the news front lately so I thought I'd post an update. The project has been quiet in news only, and have been busy developing the project. I'd really love to dive more into the modeling side to make some nice screenshots and video's, however I'm more committed to get core functionality working and working well. Unfortunately no one want's to see boring lines of code.
Some new features added and or optimised include:

  • Game Introduction functionality: i.e tutorial dialogs.
  • Godrays: Post Process added.
  • Settings window: Ability to control post process effects whether level is loaded or not.
  • Settings .ini file: Saves your in game settings.
  • Rewritten Quest system: The problem I can forsee with the previous version was.... If I enter a different world and still need to reference a quest in the previous world how could I do this if it isn't loaded. This problem was overcome.
  • View port widget and character linking: A view port pointing at the character talking now implemented. However this still needs work and seems to really kill the frame rate. I also need to make it look more visually appealing with a border etc.
  • Various bug fixes.
  • Core GUI system was heavily optimised: In the previous revision it two buttons were enabled; are on top of each other then clicked, Both buttons would fire the click event etc. Now only the topmost will click as expected. Windows now only handle it's children state events.
  • Purchased sounds pack.
  • Created new tree models.
  • Project Perception Neuron Funded: I'm really trying to hold of character animations as I will be able to create my own mocap ones. This solution is released Febuary 2015 I believe. Can't wait to get my hands on this and hopefully will deliver quality results. Kickstarter.com

With core functionality really is wrapping up which is exciting and production will start shift to story, scene, and character creation.

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Post comment Comments  (0 - 10 of 25)
demen2010
demen2010 Aug 22 2014, 10:31am says:

hello can i juste know id it easy to learn or hard ?

+2 votes     reply to comment
JoshKlint Creator
JoshKlint Aug 24 2014, 1:08am replied:

We're going for easy. Try the demo on Steam and let me know what you think.

+2 votes   reply to comment
Point.
Point. Jun 1 2014, 5:27pm says:

The thing is catch me, map editor similar to hammer!
Great job, and oh yes, real-time shadows in viewport!

+2 votes     reply to comment
JoshKlint Creator
JoshKlint Jun 9 2014, 6:14pm replied:

It now exports to VMF format, too. I've only tried it with the Left 4 Dead SDK but the texture mapping planes are perfectly retained in Hammer. Also added texture lock mode.

+2 votes   reply to comment
Crypt
Crypt Jun 9 2014, 5:43am replied:

It looks similar but it functions far worse. But the WYSIWYG viewport is quite nice!

+2 votes     reply to comment
Filizitas
Filizitas May 20 2014, 12:48pm says:

Its not crysis. But its good aswell :3 really cool

+2 votes     reply to comment
Crypt
Crypt May 20 2014, 1:24pm replied:

Have you spent any time with this engine at all? The graphics aren't the only thing to look at in an engine, and this one is just not fun and awkward to use, I sincerely wish there was a demo before I bought it.

+2 votes     reply to comment
JoshKlint Creator
JoshKlint May 20 2014, 1:46pm replied:

Specifically what are you having trouble with? We've worked very hard to make the development experience smooth and enjoyable. Was there any problems you ran into?

+2 votes   reply to comment
Crypt
Crypt May 20 2014, 2:59pm replied:

The review I've submitted covers some of the larger points in a bit more detail, but to summarize, everything from navigation, to menus is finicky, hard to work with and slow.

+2 votes     reply to comment
JoshKlint Creator
JoshKlint Jun 9 2014, 6:12pm replied:

Thanks for the feedback. I've been able to address a number of these issues recently. I didn't notice the viewport speed issue until you pointed it out, but once I did it was obvious. I fixed the bug and also added some mouse smoothing to make the navigation more fluid.

A new section for tutorials has also been created on the site here:
Leadwerks.com

And of course there are over 200 pages of documentation here:
Leadwerks.com

You might not be used to the constructive solid geometry approach to level design, but most people find it a lot simpler than trying to scale models precisely or build maps out of raw polygons.

+2 votes   reply to comment
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Highest Rated (2 agree) 8/10

Looks interesting

May 23 2011, 9:52am by Flash112

Lowest Rated (2 agree) 1/10

1- inferior graphics when compared to Leadwerks 2.0... 2- convoluted, misleading and confusing (if not outright deceptive) promotional hype... 3- censorship on the forums of legitimate questions and comments... 4- the head of the company has followed me around the internet trying to get web publishers to delete my critical comments... a long time licensee and proponent for Leadwerks, i can no longer support the company and the direction it is heading... there are other more dependable and less expensive…

Mar 1 2014, 10:11am by MikeHense

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